01 February 2013, 13:52 | #41 |
old chunk of coal
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If neither 8-bit or 16-bit sound works, then it should not be an endianness issue. The port already works on MorphOS, and there's no problem with the sound. Trying the SDL sound driver might be a good idea, maybe I messed up something.
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01 February 2013, 15:01 | #42 |
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ok thanks, something strange is going on.....I'll carry on looking.
BTW, it lives -> [ Show youtube player ] It's actually running very nicely considering it's still in debug mode and my new machine isn't even setup properly yet. The Quake 2 engine is meant to have the most advanced software renderer ever written so I guess you'd expect that |
01 February 2013, 15:59 | #43 |
old chunk of coal
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Yeah, it's actually running at a decent speed for a debug build I wonder how fast will it be without all the particles and dynamic lights. You can also make stippe alpha the default, it's much faster than "real" transparency.
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03 February 2013, 08:23 | #44 |
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[ Show youtube player ]
This is the first non-debug (release build). Just been playing it on my 1200 |
03 February 2013, 08:46 | #45 |
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What kind of spec are you running that on?
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03 February 2013, 09:02 | #46 |
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can you do a vid of you actually moving around mate,or just run the demo.(no not timedemo)
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03 February 2013, 10:02 | #47 |
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03 February 2013, 10:03 | #48 |
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09 February 2013, 00:07 | #49 |
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[ Show youtube player ]
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09 February 2013, 00:17 | #50 |
Still an Amiga user
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Great Vid! - On AGA A1200 - unbelievable really...
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09 February 2013, 11:16 | #51 |
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Wow! Never thought I'd see Quake 2 running so well on AGA. Amazing!
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11 February 2013, 20:40 | #52 |
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I think its amazing that this stuff can run on 68k processors and on AGA
I will check out your stuff when I can and want to try out DosBox |
12 February 2013, 10:47 | #53 |
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[ Show youtube player ]
TODO:
Last edited by NovaCoder; 13 February 2013 at 01:54. |
13 February 2013, 15:58 | #54 |
old chunk of coal
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Reducing the resolution to 320x200 sounds like a good idea. Then you would have 27% less pixels to render/copy.
By default the engine calculates perspective correct texture coordinates every 16 pixels per scan line. Maybe you could increase it to every 64 pixels, because texture mapping has some slow divisions. |
13 February 2013, 17:20 | #55 |
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Hiya,
It's running pretty well now isn't it Yep I think I might try 320x200 for the main display and leave the status icons at the bottom (of a 320x240 display). I've already increased the texture coordinates, that's where most of the speed boost came from Still having trouble with the sound playback, must be something silly that I've done |
15 February 2013, 02:22 | #56 |
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Why is there never support for expansion pack(s)?
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15 February 2013, 02:32 | #57 |
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15 February 2013, 03:02 | #58 |
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15 February 2013, 03:18 | #59 |
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Are you asking why AmiQuake2 doesn't support the expansion packs?
If so, how do you know that it doesn't, I haven't even released it yet |
16 February 2013, 09:53 | #60 | |
old chunk of coal
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Quote:
Last edited by BSzili; 16 February 2013 at 11:27. |
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